@needle-tools/engine 4.4.1 → 4.4.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,402 +1,402 @@
1
- import { Object3D } from "three";
2
-
3
- import { AssetReference } from "../../engine/engine_addressables.js";
4
- import { RoomEvents } from "../../engine/engine_networking.js";
5
- import { syncField } from "../../engine/engine_networking_auto.js"
6
- import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
- import { serializable } from "../../engine/engine_serialization_decorator.js";
8
- import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
- import { delay, getParam } from "../../engine/engine_utils.js";
10
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
- import { EventList } from "../../engine-components/EventList.js";
12
-
13
- const debug = getParam("debugplayersync");
14
-
15
- /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
- declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
-
18
- /**
19
- * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
- * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
- * @category Networking
22
- */
23
- export class PlayerSync extends Behaviour {
24
-
25
- /**
26
- * This API is experimental and may change or be removed in the future.
27
- * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
- * @param url Path to the asset that should be instantiated for each player
29
- * @param init Optional initialization parameters for the PlayerSync component
30
- * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
- * @example
32
- * ```typescript
33
- * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
- * addComponent(res.asset?.asset, DragControls);
35
- * addComponent(res.asset?.asset, SyncedTransform);
36
- * scene.add(res.gameObject);
37
- * ```
38
- */
39
- static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
- const assetReference = AssetReference.getOrCreateFromUrl(url);
41
- if (!assetReference.asset) {
42
- const i = await assetReference.loadAssetAsync();
43
- if(i) GameObject.getOrAddComponent(i, PlayerState);
44
- }
45
- const ps = new PlayerSync();
46
- ps._internalInit(init);
47
- ps.asset = assetReference;
48
- const obj = new Object3D();
49
- obj["guid"] = url;
50
- GameObject.addComponent(obj, ps);
51
- return ps as PlayerSyncWithAsset;
52
- }
53
-
54
- /**
55
- * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
- */
57
- @serializable()
58
- autoSync: boolean = true;
59
-
60
- /**
61
- * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
- */
63
- @serializable(AssetReference)
64
- asset?: AssetReference;
65
-
66
- /**
67
- * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
- * @serializable
69
- */
70
- @serializable(EventList)
71
- onPlayerSpawned?: EventList<Object3D>;
72
-
73
-
74
- private _localInstance?: Promise<IGameObject>;
75
-
76
- awake(): void {
77
- this.watchTabVisible();
78
- if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
- }
80
-
81
- onEnable(): void {
82
- this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
- if (this.context.connection.isInRoom) {
86
- this.onJoinedRoom();
87
- }
88
- }
89
- onDisable(): void {
90
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
- }
94
-
95
- private onJoinedRoom = () => {
96
- if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
- if (this.autoSync) this.getInstance();
98
- }
99
-
100
- /**
101
- * Gets or creates an instance of the assigned asset for the local player
102
- * @returns Promise resolving to the instantiated player object or null if creation failed
103
- */
104
- async getInstance() {
105
- if (this._localInstance) return this._localInstance;
106
-
107
- if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
-
109
- if (!this.asset?.asset && !this.asset?.url) {
110
- console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
- return null;
112
- }
113
-
114
- if (!this.gameObject.guid) {
115
- console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
- }
117
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
- const instance = await this._localInstance;
119
- if (instance) {
120
- const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
- if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
- if (pl?.length) {
123
- for (const state of pl)
124
- state.owner = this.context.connection.connectionId!;
125
- this.onPlayerSpawned?.invoke(instance);
126
- }
127
- else {
128
- this._localInstance = undefined;
129
- console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
- GameObject.destroySynced(instance);
131
- }
132
- }
133
- else {
134
- this._localInstance = undefined;
135
- console.warn("PlayerSync: failed instantiating asset!")
136
- }
137
-
138
- return this._localInstance;
139
- }
140
-
141
- /**
142
- * Destroys the current player instance and cleans up networking state
143
- */
144
- destroyInstance = () => {
145
- this._localInstance?.then(go => {
146
- if (debug) console.log("PlayerSync.destroyInstance", go);
147
- syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
- });
149
- this._localInstance = undefined;
150
- }
151
-
152
- /**
153
- * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
- */
155
- private watchTabVisible() {
156
- window.addEventListener("visibilitychange", _ => {
157
- if (document.visibilityState === "visible") {
158
- for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
- const pl = PlayerState.all[i];
160
- if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
- pl.doDestroy();
162
- }
163
- }
164
- }
165
- });
166
- }
167
- }
168
-
169
- /**
170
- * Enum defining events that can be triggered by PlayerState
171
- */
172
- export enum PlayerStateEvent {
173
- /** Triggered when a PlayerState's owner property changes */
174
- OwnerChanged = "ownerChanged",
175
- }
176
-
177
- /** Arguments passed when a PlayerState's owner changes */
178
- export declare interface PlayerStateOwnerChangedArgs {
179
- /** The PlayerState instance that changed */
180
- playerState: PlayerState;
181
- /** Previous owner's connection ID */
182
- oldValue: string;
183
- /** New owner's connection ID */
184
- newValue: string;
185
- }
186
-
187
- /** Callback type for PlayerState events */
188
- export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
-
190
- /**
191
- * Represents a player instance in the networked environment.
192
- * Handles ownership, synchronization, and lifecycle management of player objects.
193
- */
194
- export class PlayerState extends Behaviour {
195
-
196
- private static _all: PlayerState[] = [];
197
- /** All PlayerState instances for all players in the scene */
198
- static get all(): PlayerState[] {
199
- return PlayerState._all;
200
- };
201
-
202
- private static _local: PlayerState[] = [];
203
- /** All PlayerState instances that belong to the local player */
204
- static get local(): PlayerState[] {
205
- return PlayerState._local;
206
- }
207
-
208
- /**
209
- * Gets the PlayerState component for a given object or component
210
- * @param obj Object3D or Component to find the PlayerState for
211
- * @returns The PlayerState component if found, undefined otherwise
212
- */
213
- static getFor(obj: Object3D | Component) {
214
- if (obj instanceof Object3D) {
215
- return GameObject.getComponentInParent(obj, PlayerState);
216
- }
217
- else if (obj instanceof Component) {
218
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
- }
220
- return undefined;
221
- }
222
-
223
- /**
224
- * Checks if a given object or component belongs to the local player
225
- * @param obj Object3D or Component to check
226
- * @returns True if the object belongs to the local player, false otherwise
227
- */
228
- static isLocalPlayer(obj: Object3D | Component): boolean {
229
- const state = PlayerState.getFor(obj);
230
- return state?.isLocalPlayer ?? false;
231
- }
232
-
233
- private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
- /**
235
- * Registers a callback for a specific PlayerState event
236
- * @param event The event to listen for
237
- * @param cb Callback function that will be invoked when the event occurs
238
- * @returns The provided callback function for chaining
239
- */
240
- static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
- if (!this._callbacks[event]) this._callbacks[event] = [];
242
- this._callbacks[event].push(cb);
243
- return cb;
244
- }
245
-
246
- /**
247
- * Removes a previously registered event callback
248
- * @param event The event type to remove the callback from
249
- * @param cb The callback function to remove
250
- */
251
- static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
- if (!this._callbacks[event]) return;
253
- const index = this._callbacks[event].indexOf(cb);
254
- if (index >= 0) this._callbacks[event].splice(index, 1);
255
- }
256
- private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
- if (!this._callbacks[event]) return;
258
- for (const cb of this._callbacks[event]) {
259
- cb(args);
260
- }
261
- }
262
-
263
-
264
- /** Event triggered when the owner of this PlayerState changes */
265
- public onOwnerChangeEvent = new EventList();
266
-
267
- /** Event triggered the first time an owner is assigned to this PlayerState */
268
- public onFirstOwnerChangeEvent = new EventList();
269
-
270
- /** Indicates if this PlayerState has an owner assigned */
271
- public hasOwner = false;
272
-
273
- /**
274
- * The connection ID of the player who owns this PlayerState instance
275
- * @syncField Synchronized across the network
276
- */
277
- @syncField(PlayerState.prototype.onOwnerChange)
278
- owner?: string;
279
-
280
- /**
281
- * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
- */
283
- dontDestroy: boolean = false;
284
-
285
- /**
286
- * Indicates if this PlayerState belongs to the local player
287
- */
288
- get isLocalPlayer(): boolean {
289
- return this.owner === this.context.connection.connectionId;
290
- }
291
-
292
- /**
293
- * Handles owner change events and updates relevant state
294
- * @param newOwner The new owner's connection ID
295
- * @param oldOwner The previous owner's connection ID
296
- */
297
- private onOwnerChange(newOwner: string, oldOwner: string) {
298
- if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
-
300
- // Remove from local owner array if it was local before
301
- const index = PlayerState._local.indexOf(this);
302
- if (index >= 0) PlayerState._local.splice(index, 1);
303
-
304
- // Args to use for dispatching events
305
- const detail: PlayerStateOwnerChangedArgs = {
306
- playerState: this,
307
- oldValue: oldOwner,
308
- newValue: newOwner
309
- }
310
-
311
- // call local events
312
- if (!this.hasOwner) {
313
- this.hasOwner = true;
314
- this.onFirstOwnerChangeEvent?.invoke(detail);
315
- }
316
-
317
- this.onOwnerChangeEvent?.invoke(detail);
318
-
319
- // call remote events
320
- if (this.owner === this.context.connection.connectionId) {
321
- PlayerState._local.push(this);
322
- // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
- const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
- this.dispatchEvent(evt);
325
- }
326
- const evt = new CustomEvent("owner-changed", { detail: detail });
327
- this.dispatchEvent(evt);
328
- PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
- }
330
-
331
- /** @internal */
332
- awake(): void {
333
- PlayerState.all.push(this);
334
- if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
-
336
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
- }
338
-
339
- /** @internal */
340
- async start() {
341
- if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
-
343
- // If a player is spawned but not in the room anymore we want to destroy it
344
- // this might happen in a case where all users get disconnected at once and the server
345
- // still has the syncInstantiate messages that are sent to all clients
346
- if (this.owner) {
347
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
- if (!this.context.connection.isInRoom) await delay(300);
349
- if (this.context.connection.userIsInRoom(this.owner) == false) {
350
- if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
- this.doDestroy();
352
- }
353
- }
354
- else if (!this.owner) {
355
- if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
- setTimeout(() => {
359
- if (!this.destroyed && !this.owner) {
360
- if (!this.dontDestroy) {
361
- if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
- this.doDestroy();
363
- }
364
- else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
- }
366
- else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
- }, 2000);
368
- }
369
- }
370
-
371
- /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
- doDestroy() {
373
- if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
- syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
- }
376
-
377
- /** @internal */
378
- onDestroy() {
379
- if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
- PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
-
383
- if (this.isLocalPlayer) {
384
- const index = PlayerState._local.indexOf(this);
385
- if (index >= 0)
386
- PlayerState._local.splice(index, 1);
387
- }
388
- }
389
-
390
- /**
391
- * Handler for when a user leaves the networked room
392
- * @param model Object containing the ID of the user who left
393
- */
394
- private onUserLeftRoom = (model: { userId: string }) => {
395
- if (model.userId === this.owner) {
396
- if (debug)
397
- console.log("PLAYERSYNC LEFT", this.owner)
398
- this.doDestroy();
399
- return;
400
- }
401
- }
1
+ import { Object3D } from "three";
2
+
3
+ import { AssetReference } from "../../engine/engine_addressables.js";
4
+ import { RoomEvents } from "../../engine/engine_networking.js";
5
+ import { syncField } from "../../engine/engine_networking_auto.js"
6
+ import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
8
+ import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
+ import { delay, getParam } from "../../engine/engine_utils.js";
10
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
+ import { EventList } from "../../engine-components/EventList.js";
12
+
13
+ const debug = getParam("debugplayersync");
14
+
15
+ /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
+ declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
+
18
+ /**
19
+ * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
+ * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
+ * @category Networking
22
+ */
23
+ export class PlayerSync extends Behaviour {
24
+
25
+ /**
26
+ * This API is experimental and may change or be removed in the future.
27
+ * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
+ * @param url Path to the asset that should be instantiated for each player
29
+ * @param init Optional initialization parameters for the PlayerSync component
30
+ * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
+ * @example
32
+ * ```typescript
33
+ * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
+ * addComponent(res.asset?.asset, DragControls);
35
+ * addComponent(res.asset?.asset, SyncedTransform);
36
+ * scene.add(res.gameObject);
37
+ * ```
38
+ */
39
+ static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
+ const assetReference = AssetReference.getOrCreateFromUrl(url);
41
+ if (!assetReference.asset) {
42
+ const i = await assetReference.loadAssetAsync();
43
+ if(i) GameObject.getOrAddComponent(i, PlayerState);
44
+ }
45
+ const ps = new PlayerSync();
46
+ ps._internalInit(init);
47
+ ps.asset = assetReference;
48
+ const obj = new Object3D();
49
+ obj["guid"] = url;
50
+ GameObject.addComponent(obj, ps);
51
+ return ps as PlayerSyncWithAsset;
52
+ }
53
+
54
+ /**
55
+ * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
+ */
57
+ @serializable()
58
+ autoSync: boolean = true;
59
+
60
+ /**
61
+ * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
+ */
63
+ @serializable(AssetReference)
64
+ asset?: AssetReference;
65
+
66
+ /**
67
+ * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
+ * @serializable
69
+ */
70
+ @serializable(EventList)
71
+ onPlayerSpawned?: EventList<Object3D>;
72
+
73
+
74
+ private _localInstance?: Promise<IGameObject>;
75
+
76
+ awake(): void {
77
+ this.watchTabVisible();
78
+ if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
+ }
80
+
81
+ onEnable(): void {
82
+ this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
+ if (this.context.connection.isInRoom) {
86
+ this.onJoinedRoom();
87
+ }
88
+ }
89
+ onDisable(): void {
90
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
+ }
94
+
95
+ private onJoinedRoom = () => {
96
+ if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
+ if (this.autoSync) this.getInstance();
98
+ }
99
+
100
+ /**
101
+ * Gets or creates an instance of the assigned asset for the local player
102
+ * @returns Promise resolving to the instantiated player object or null if creation failed
103
+ */
104
+ async getInstance() {
105
+ if (this._localInstance) return this._localInstance;
106
+
107
+ if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
+
109
+ if (!this.asset?.asset && !this.asset?.url) {
110
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
+ return null;
112
+ }
113
+
114
+ if (!this.gameObject.guid) {
115
+ console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
+ }
117
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
+ const instance = await this._localInstance;
119
+ if (instance) {
120
+ const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
+ if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
+ if (pl?.length) {
123
+ for (const state of pl)
124
+ state.owner = this.context.connection.connectionId!;
125
+ this.onPlayerSpawned?.invoke(instance);
126
+ }
127
+ else {
128
+ this._localInstance = undefined;
129
+ console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
+ GameObject.destroySynced(instance);
131
+ }
132
+ }
133
+ else {
134
+ this._localInstance = undefined;
135
+ console.warn("PlayerSync: failed instantiating asset!")
136
+ }
137
+
138
+ return this._localInstance;
139
+ }
140
+
141
+ /**
142
+ * Destroys the current player instance and cleans up networking state
143
+ */
144
+ destroyInstance = () => {
145
+ this._localInstance?.then(go => {
146
+ if (debug) console.log("PlayerSync.destroyInstance", go);
147
+ syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
+ });
149
+ this._localInstance = undefined;
150
+ }
151
+
152
+ /**
153
+ * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
+ */
155
+ private watchTabVisible() {
156
+ window.addEventListener("visibilitychange", _ => {
157
+ if (document.visibilityState === "visible") {
158
+ for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
+ const pl = PlayerState.all[i];
160
+ if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
+ pl.doDestroy();
162
+ }
163
+ }
164
+ }
165
+ });
166
+ }
167
+ }
168
+
169
+ /**
170
+ * Enum defining events that can be triggered by PlayerState
171
+ */
172
+ export enum PlayerStateEvent {
173
+ /** Triggered when a PlayerState's owner property changes */
174
+ OwnerChanged = "ownerChanged",
175
+ }
176
+
177
+ /** Arguments passed when a PlayerState's owner changes */
178
+ export declare interface PlayerStateOwnerChangedArgs {
179
+ /** The PlayerState instance that changed */
180
+ playerState: PlayerState;
181
+ /** Previous owner's connection ID */
182
+ oldValue: string;
183
+ /** New owner's connection ID */
184
+ newValue: string;
185
+ }
186
+
187
+ /** Callback type for PlayerState events */
188
+ export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
+
190
+ /**
191
+ * Represents a player instance in the networked environment.
192
+ * Handles ownership, synchronization, and lifecycle management of player objects.
193
+ */
194
+ export class PlayerState extends Behaviour {
195
+
196
+ private static _all: PlayerState[] = [];
197
+ /** All PlayerState instances for all players in the scene */
198
+ static get all(): PlayerState[] {
199
+ return PlayerState._all;
200
+ };
201
+
202
+ private static _local: PlayerState[] = [];
203
+ /** All PlayerState instances that belong to the local player */
204
+ static get local(): PlayerState[] {
205
+ return PlayerState._local;
206
+ }
207
+
208
+ /**
209
+ * Gets the PlayerState component for a given object or component
210
+ * @param obj Object3D or Component to find the PlayerState for
211
+ * @returns The PlayerState component if found, undefined otherwise
212
+ */
213
+ static getFor(obj: Object3D | Component) {
214
+ if (obj instanceof Object3D) {
215
+ return GameObject.getComponentInParent(obj, PlayerState);
216
+ }
217
+ else if (obj instanceof Component) {
218
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
+ }
220
+ return undefined;
221
+ }
222
+
223
+ /**
224
+ * Checks if a given object or component belongs to the local player
225
+ * @param obj Object3D or Component to check
226
+ * @returns True if the object belongs to the local player, false otherwise
227
+ */
228
+ static isLocalPlayer(obj: Object3D | Component): boolean {
229
+ const state = PlayerState.getFor(obj);
230
+ return state?.isLocalPlayer ?? false;
231
+ }
232
+
233
+ private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
+ /**
235
+ * Registers a callback for a specific PlayerState event
236
+ * @param event The event to listen for
237
+ * @param cb Callback function that will be invoked when the event occurs
238
+ * @returns The provided callback function for chaining
239
+ */
240
+ static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
+ if (!this._callbacks[event]) this._callbacks[event] = [];
242
+ this._callbacks[event].push(cb);
243
+ return cb;
244
+ }
245
+
246
+ /**
247
+ * Removes a previously registered event callback
248
+ * @param event The event type to remove the callback from
249
+ * @param cb The callback function to remove
250
+ */
251
+ static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
+ if (!this._callbacks[event]) return;
253
+ const index = this._callbacks[event].indexOf(cb);
254
+ if (index >= 0) this._callbacks[event].splice(index, 1);
255
+ }
256
+ private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
+ if (!this._callbacks[event]) return;
258
+ for (const cb of this._callbacks[event]) {
259
+ cb(args);
260
+ }
261
+ }
262
+
263
+
264
+ /** Event triggered when the owner of this PlayerState changes */
265
+ public onOwnerChangeEvent = new EventList();
266
+
267
+ /** Event triggered the first time an owner is assigned to this PlayerState */
268
+ public onFirstOwnerChangeEvent = new EventList();
269
+
270
+ /** Indicates if this PlayerState has an owner assigned */
271
+ public hasOwner = false;
272
+
273
+ /**
274
+ * The connection ID of the player who owns this PlayerState instance
275
+ * @syncField Synchronized across the network
276
+ */
277
+ @syncField(PlayerState.prototype.onOwnerChange)
278
+ owner?: string;
279
+
280
+ /**
281
+ * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
+ */
283
+ dontDestroy: boolean = false;
284
+
285
+ /**
286
+ * Indicates if this PlayerState belongs to the local player
287
+ */
288
+ get isLocalPlayer(): boolean {
289
+ return this.owner === this.context.connection.connectionId;
290
+ }
291
+
292
+ /**
293
+ * Handles owner change events and updates relevant state
294
+ * @param newOwner The new owner's connection ID
295
+ * @param oldOwner The previous owner's connection ID
296
+ */
297
+ private onOwnerChange(newOwner: string, oldOwner: string) {
298
+ if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
+
300
+ // Remove from local owner array if it was local before
301
+ const index = PlayerState._local.indexOf(this);
302
+ if (index >= 0) PlayerState._local.splice(index, 1);
303
+
304
+ // Args to use for dispatching events
305
+ const detail: PlayerStateOwnerChangedArgs = {
306
+ playerState: this,
307
+ oldValue: oldOwner,
308
+ newValue: newOwner
309
+ }
310
+
311
+ // call local events
312
+ if (!this.hasOwner) {
313
+ this.hasOwner = true;
314
+ this.onFirstOwnerChangeEvent?.invoke(detail);
315
+ }
316
+
317
+ this.onOwnerChangeEvent?.invoke(detail);
318
+
319
+ // call remote events
320
+ if (this.owner === this.context.connection.connectionId) {
321
+ PlayerState._local.push(this);
322
+ // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
+ const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
+ this.dispatchEvent(evt);
325
+ }
326
+ const evt = new CustomEvent("owner-changed", { detail: detail });
327
+ this.dispatchEvent(evt);
328
+ PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
+ }
330
+
331
+ /** @internal */
332
+ awake(): void {
333
+ PlayerState.all.push(this);
334
+ if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
+
336
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
+ }
338
+
339
+ /** @internal */
340
+ async start() {
341
+ if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
+
343
+ // If a player is spawned but not in the room anymore we want to destroy it
344
+ // this might happen in a case where all users get disconnected at once and the server
345
+ // still has the syncInstantiate messages that are sent to all clients
346
+ if (this.owner) {
347
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
+ if (!this.context.connection.isInRoom) await delay(300);
349
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
350
+ if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
+ this.doDestroy();
352
+ }
353
+ }
354
+ else if (!this.owner) {
355
+ if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
+ setTimeout(() => {
359
+ if (!this.destroyed && !this.owner) {
360
+ if (!this.dontDestroy) {
361
+ if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
+ this.doDestroy();
363
+ }
364
+ else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
+ }
366
+ else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
+ }, 2000);
368
+ }
369
+ }
370
+
371
+ /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
+ doDestroy() {
373
+ if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
+ syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
+ }
376
+
377
+ /** @internal */
378
+ onDestroy() {
379
+ if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
+ PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
+
383
+ if (this.isLocalPlayer) {
384
+ const index = PlayerState._local.indexOf(this);
385
+ if (index >= 0)
386
+ PlayerState._local.splice(index, 1);
387
+ }
388
+ }
389
+
390
+ /**
391
+ * Handler for when a user leaves the networked room
392
+ * @param model Object containing the ID of the user who left
393
+ */
394
+ private onUserLeftRoom = (model: { userId: string }) => {
395
+ if (model.userId === this.owner) {
396
+ if (debug)
397
+ console.log("PLAYERSYNC LEFT", this.owner)
398
+ this.doDestroy();
399
+ return;
400
+ }
401
+ }
402
402
  }